This patch adds channel region to VSE timeline area for drawing channel headers. It is synchronizedwith timeline region. 3 basic features are implemented - channel visibility, locking and name. Channel data is stored in `SeqTimelineChannel` which can be top-level owned by `Editing`, or it is owned by meta strip to support nesting. Strip properties are completely independent and channel properties are applied on top of particular strip property, thus overriding it. Implementation is separate from channel regions in other editors. This is mainly because style and topology is quite different in VSE. But also code seems to be much more readable this way. Currently channels use functions similar to VSE timeline to draw background to provide illusion of transparency, but only for background and sfra/efra regions. Great portion of this patch is change from using strip visibility and lock status to include channel state - this is facilitated by functions `SEQ_transform_is_locked` and `SEQ_render_is_muted` Originally this included changes in D14263, but patch was split for easier review. Reviewed By: fsiddi, Severin Differential Revision: https://developer.blender.org/D13836
125 lines
5.1 KiB
C++
125 lines
5.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2004 Blender Foundation. All rights reserved. */
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#pragma once
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/** \file
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* \ingroup sequencer
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Editing;
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struct ListBase;
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struct Scene;
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struct SeqCollection;
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struct Sequence;
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int SEQ_transform_get_left_handle_frame(struct Sequence *seq);
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int SEQ_transform_get_right_handle_frame(struct Sequence *seq);
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void SEQ_transform_set_left_handle_frame(struct Sequence *seq, int val);
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void SEQ_transform_set_right_handle_frame(struct Sequence *seq, int val);
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/**
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* Use to impose limits when dragging/extending - so impossible situations don't happen.
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* Can't use the #SEQ_LEFTSEL and #SEQ_LEFTSEL directly because the strip may be in a meta-strip.
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*/
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void SEQ_transform_handle_xlimits(struct Sequence *seq, int leftflag, int rightflag);
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bool SEQ_transform_sequence_can_be_translated(struct Sequence *seq);
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/**
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* Used so we can do a quick check for single image seq
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* since they work a bit differently to normal image seq's (during transform).
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*/
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bool SEQ_transform_single_image_check(struct Sequence *seq);
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void SEQ_transform_fix_single_image_seq_offsets(struct Sequence *seq);
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bool SEQ_transform_test_overlap(struct ListBase *seqbasep, struct Sequence *test);
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bool SEQ_transform_test_overlap_seq_seq(struct Sequence *seq1, struct Sequence *seq2);
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void SEQ_transform_translate_sequence(struct Scene *scene, struct Sequence *seq, int delta);
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/**
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* \return 0 if there weren't enough space.
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*/
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bool SEQ_transform_seqbase_shuffle_ex(struct ListBase *seqbasep,
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struct Sequence *test,
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struct Scene *evil_scene,
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int channel_delta);
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bool SEQ_transform_seqbase_shuffle(struct ListBase *seqbasep,
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struct Sequence *test,
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struct Scene *evil_scene);
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bool SEQ_transform_seqbase_shuffle_time(struct SeqCollection *strips_to_shuffle,
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struct ListBase *seqbasep,
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struct Scene *evil_scene,
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struct ListBase *markers,
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bool use_sync_markers);
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/**
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* Check if the selected seq's reference unselected seq's.
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*/
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bool SEQ_transform_seqbase_isolated_sel_check(struct ListBase *seqbase);
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/**
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* Move strips and markers (if not locked) that start after timeline_frame by delta frames
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*
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* \param scene: Scene in which strips are located
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* \param seqbase: ListBase in which strips are located
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* \param delta: offset in frames to be applied
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* \param timeline_frame: frame on timeline from where strips are moved
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*/
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void SEQ_transform_offset_after_frame(struct Scene *scene,
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struct ListBase *seqbase,
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int delta,
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int timeline_frame);
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/**
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* Check if `seq` can be moved.
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* This function also checks `SeqTimelineChannel` flag.
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*/
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bool SEQ_transform_is_locked(struct ListBase *channels, struct Sequence *seq);
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/* Image transformation. */
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void SEQ_image_transform_mirror_factor_get(const struct Sequence *seq, float r_mirror[2]);
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/**
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* Get strip transform origin offset from image center
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* NOTE: This function does not apply axis mirror.
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*
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* \param scene: Scene in which strips are located
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* \param seq: Sequence to calculate image transform origin
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* \param r_origin: return value
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*/
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void SEQ_image_transform_origin_offset_pixelspace_get(const struct Scene *scene,
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const struct Sequence *seq,
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float r_origin[2]);
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/**
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* Get 4 corner points of strip image, optionally without rotation component applied.
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* Corner vectors are in viewport space.
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*
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* \param scene: Scene in which strips are located
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* \param seq: Sequence to calculate transformed image quad
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* \param apply_rotation: Apply sequence rotation transform to the quad
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* \param r_quad: array of 4 2D vectors
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*/
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void SEQ_image_transform_quad_get(const struct Scene *scene,
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const struct Sequence *seq,
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bool apply_rotation,
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float r_quad[4][2]);
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/**
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* Get 4 corner points of strip image. Corner vectors are in viewport space.
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*
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* \param scene: Scene in which strips are located
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* \param seq: Sequence to calculate transformed image quad
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* \param r_quad: array of 4 2D vectors
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*/
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void SEQ_image_transform_final_quad_get(const struct Scene *scene,
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const struct Sequence *seq,
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float r_quad[4][2]);
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void SEQ_image_preview_unit_to_px(const struct Scene *scene,
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const float co_src[2],
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float co_dst[2]);
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void SEQ_image_preview_unit_from_px(const struct Scene *scene,
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const float co_src[2],
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float co_dst[2]);
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#ifdef __cplusplus
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}
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#endif
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